Finnegan Cole: Difference between revisions

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Created character page for Return to the Keep campaign
 
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{{Character
'''Finnegan "Finn" Cole''' is a human Thief and the party's primary scout and ranged combatant. Quick-witted and dexterous, Finn has a talent for finding things — the crossbow that turned the first battle, the captain's log and charts that may guide the party home, and the stealth to rescue [[Keestake]] from behind enemy lines.
|name=Finnegan "Finn" Cole
|class=Thief
|race=Human
|level=1
|alignment=Chaotic Good
|player=No
}}


'''Finnegan "Finn" Cole''' is a human [[Thief]] and a member of the adventuring party exploring the [[Caves of Chaos]].
== Ability Scores ==


== Background ==
Quick-witted and charming, Finn grew up on the streets of a distant city. He's loyal to friends but has sticky fingers around valuables.
== Ability Scores ==
{| class="wikitable"
{| class="wikitable"
|-
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
|-
| 12 || 17 (AC -3) || 13 || 14 (+1 language) || 10 || 14 (Max 6 hench)
| 12 || '''17''' (-3 AC, +2 missile attack) || 13 || 14 (4 bonus languages) || 10 || 14
|}
|}


== Combat Statistics ==
== Combat Statistics ==
{| class="wikitable"
{| class="wikitable"
|-
|-
! THAC0 !! AC !! HP !! Movement
! Class !! Level !! HP !! AC !! THAC0 !! Alignment !! XP !! Next Level
|-
|-
| 20 || 5 || 6 || 12
| Thief || 3 || '''0'''/12 || 7 (DEX 17: -3 AC) || 19 || Chaotic Good || 3,020 || 5,000
|}
|}


== Saving Throws ==
== Thief Skills ==
 
{| class="wikitable"
{| class="wikitable"
|-
|-
! PPDM !! RSW !! PP !! BW !! Spell
! Skill !! Score !! Notable Uses
|-
| Pick Pockets || 20% || —
|-
|-
| 13 || 14 || 12 || 16 || 15
| Open Locks || 20% ||
|}
 
== Thief Skills ==
{| class="wikitable"
|-
|-
! Skill !! Chance
| Find/Remove Traps || 10% || Failed to detect temple compartment, catacombs traps
|-
|-
| Pick Pockets || 20%
| Move Silently || 20% || Successfully rescued Keestake from behind orc lines
|-
|-
| Open Locks || 20%
| Hide in Shadows || 15% || —
|-
|-
| Find/Remove Traps || 10%
| Detect Noise || 15% || Detected approaching goblin patrol in manor
|-
|-
| Move Silently || 20%
| Climb Walls || 65% || —
|}
 
'''Backstab:''' +4 to hit, x2 damage
 
'''Note:''' 40 discretionary skill points remain unassigned.
 
== Weapon Proficiencies ==
 
* Heavy crossbow
* Short bow
* Dagger
 
== Equipment & Inventory ==
 
=== Weapons ===
 
{| class="wikitable"
|-
|-
| Hide in Shadows || 15%
! Weapon !! Damage !! Notes
|-
|-
| Detect Noise || 15%
| Heavy crossbow || 1d4+1 / 1d6+1 || +2 to hit (DEX), primary weapon
|-
|-
| Climb Walls || 65%
| Short bow || 1d6 || +2 to hit (DEX), backup ranged
|-
|-
| Read Languages || 0%
| Dagger || 1d4 || Melee backup
|}
|}


'''Backstab:''' +4 to hit, ×2 damage
=== Ammunition ===
 
* 47 crossbow quarrels (50 original, 3 fired: 1 at Hafkris, 1 at goblin, 1 at Zombie Liala)
 
=== Documents ===
 
* Captain's log — recovered from ''The Dorak'''s stern hold
* Navigational charts — recovered from ''The Dorak'''s stern hold (critical for finding a route to civilization)
 
=== Other ===
 
* Cloak
 
== Special Resources ==
 
{| class="wikitable" style="background:#ffffcc"
|-
| '''Divine Boon: Cure Light Wounds (1d8 heal)''' || '''AVAILABLE''' — granted by the Goddess in Episode 3. Cannot be used until Finn regains consciousness (requires healing to 1+ HP). This is the party's only remaining magical healing resource.
|}
 
== Adventure History ==
 
=== [[Treasure Hunt]] ===
 
==== Episode 1: The Shipwreck ====
 
While the rest of the party armed themselves with improvised clubs, Finn snuck to the stern hold of the wrecked galley and recovered a heavy crossbow, 50 quarrels, and a chest containing the captain's log, navigational charts, and a spellbook (given to [[Mira Ashwood|Mira]]). From cover, he shot Hafkris with the crossbow — rolling 19, dealing 2 damage and softening the half-orc before melee. In Round 2, Finn was reloading and couldn't attack, but the party finished the job. He also scored a natural 20 against Hafkris on his initial shot — the first critical hit of the campaign.
 
==== Episode 2: The Ravine — The Rescue ====
 
When the party spotted [[Keestake]] tied up behind the orc battle line, Finn volunteered to sneak in alone. He rolled 45 on Move Silently (needed 75+ to be detected) — a clean success. He cut Keestake's bonds and brought him back to the party without being seen.
 
In the subsequent fight with the goblin survivors, Finn killed Goblin 1 with a crossbow bolt in Round 2 (natural 20 — his second crit of the adventure).
 
==== Episode 3: Temple of the Goddess ====
 
Finn attempted to find a hidden compartment in the temple's Priest's Quarters (Room 11) but failed — rolled 26/100, needed 75+. He received a divine boon from the Goddess (Cure Light Wounds) which he has '''still not used''' — the party's last magical resource.
 
==== Episode 4: Manor of the Sea King — Struck Down ====
 
Finn's Detect Noise skill picked up the approaching 3-goblin patrol in the servants' corridor, giving the party warning. During the fight, when the party tried to flee to Room 38, Finn lost his DEX AC bonus while running and Goblin 3 landed a parting attack: 6 damage, dropping him from 6 HP to 0 HP. He collapsed in the corridor.
 
The goblins struck him again while helpless (2 damage, -2 HP). He bled further to -6 HP over multiple rounds — 4 rounds from death — before [[Brother Marcus|Marcus]] cast Cure Light Wounds and rolled 8 (maximum), fully healing him to 6 HP. Finn regained consciousness, bewildered but whole.
 
His crossbow and dagger were dropped in the corridor during the fall; [[Mira Ashwood|Mira]] recovered them.
 
==== Episode 5: The Catacombs ====
 
Finn's trap-finding checks in the catacombs failed to detect either the ankle-wire trap in Room 5 or the mine-collapse trap in Room 6. He triggered the Room 6 trap himself but made his saving throw (rolled 18, needed 13) — leaping clear of the falling timbers with no damage.
 
During the search for the secret door in Room 8, Finn's rolls (3 on d6, then 3 again) failed to find the miscoloured stone mechanism.
 
==== Episode 6: The Crypt ====
 
In the first round of combat against the zombies, Finn fired a crossbow bolt at Zombie Liala — rolled 2 +3 (DEX/Bless) = 5, needed 12. Miss. One quarrel spent (48 to 47). Before he could fire again, Zombie Viledel's mace smashed into him for 6 damage, dropping him from 6 HP to 0 HP — unconscious. Finn was placed in an empty crypt (Room 17) by [[Zeale]] for protection, then dragged to the galley by [[Mira Ashwood|Mira]] and escaped the island.


== Equipment ==
== Current Status ==
* Shortsword (1d6 damage)
* Daggers ×2 (1d4 damage, thrown 10/20/30)
* Leather armour
* Thieves' tools
* Backpack, bedroll, waterskin
* Grappling hook, rope (50')
* '''Gold:''' 15 gp


== Experience ==
'''Unconscious''' — stable at 0 HP aboard the galley. Possesses an unused divine boon (Cure Light Wounds, 1d8) that can be activated once someone heals him to 1+ HP — making him a critical priority for the party's recovery. The navigational charts on his person may be essential for finding a route to port.
* '''XP:''' 0
* '''Next Level:''' 1,250


[[Category:NPCs]]
[[Category:Player Characters]]
[[Category:Thieves]]
[[Category:Humans]]
[[Category:Return to the Keep Party]]

Revision as of 19:14, 28 March 2026

Finnegan "Finn" Cole is a human Thief and the party's primary scout and ranged combatant. Quick-witted and dexterous, Finn has a talent for finding things — the crossbow that turned the first battle, the captain's log and charts that may guide the party home, and the stealth to rescue Keestake from behind enemy lines.

Ability Scores

STR DEX CON INT WIS CHA
12 17 (-3 AC, +2 missile attack) 13 14 (4 bonus languages) 10 14

Combat Statistics

Class Level HP AC THAC0 Alignment XP Next Level
Thief 3 0/12 7 (DEX 17: -3 AC) 19 Chaotic Good 3,020 5,000

Thief Skills

Skill Score Notable Uses
Pick Pockets 20%
Open Locks 20%
Find/Remove Traps 10% Failed to detect temple compartment, catacombs traps
Move Silently 20% Successfully rescued Keestake from behind orc lines
Hide in Shadows 15%
Detect Noise 15% Detected approaching goblin patrol in manor
Climb Walls 65%

Backstab: +4 to hit, x2 damage

Note: 40 discretionary skill points remain unassigned.

Weapon Proficiencies

  • Heavy crossbow
  • Short bow
  • Dagger

Equipment & Inventory

Weapons

Weapon Damage Notes
Heavy crossbow 1d4+1 / 1d6+1 +2 to hit (DEX), primary weapon
Short bow 1d6 +2 to hit (DEX), backup ranged
Dagger 1d4 Melee backup

Ammunition

  • 47 crossbow quarrels (50 original, 3 fired: 1 at Hafkris, 1 at goblin, 1 at Zombie Liala)

Documents

  • Captain's log — recovered from The Dorak's stern hold
  • Navigational charts — recovered from The Dorak's stern hold (critical for finding a route to civilization)

Other

  • Cloak

Special Resources

Divine Boon: Cure Light Wounds (1d8 heal) AVAILABLE — granted by the Goddess in Episode 3. Cannot be used until Finn regains consciousness (requires healing to 1+ HP). This is the party's only remaining magical healing resource.

Adventure History

Episode 1: The Shipwreck

While the rest of the party armed themselves with improvised clubs, Finn snuck to the stern hold of the wrecked galley and recovered a heavy crossbow, 50 quarrels, and a chest containing the captain's log, navigational charts, and a spellbook (given to Mira). From cover, he shot Hafkris with the crossbow — rolling 19, dealing 2 damage and softening the half-orc before melee. In Round 2, Finn was reloading and couldn't attack, but the party finished the job. He also scored a natural 20 against Hafkris on his initial shot — the first critical hit of the campaign.

Episode 2: The Ravine — The Rescue

When the party spotted Keestake tied up behind the orc battle line, Finn volunteered to sneak in alone. He rolled 45 on Move Silently (needed 75+ to be detected) — a clean success. He cut Keestake's bonds and brought him back to the party without being seen.

In the subsequent fight with the goblin survivors, Finn killed Goblin 1 with a crossbow bolt in Round 2 (natural 20 — his second crit of the adventure).

Episode 3: Temple of the Goddess

Finn attempted to find a hidden compartment in the temple's Priest's Quarters (Room 11) but failed — rolled 26/100, needed 75+. He received a divine boon from the Goddess (Cure Light Wounds) which he has still not used — the party's last magical resource.

Episode 4: Manor of the Sea King — Struck Down

Finn's Detect Noise skill picked up the approaching 3-goblin patrol in the servants' corridor, giving the party warning. During the fight, when the party tried to flee to Room 38, Finn lost his DEX AC bonus while running and Goblin 3 landed a parting attack: 6 damage, dropping him from 6 HP to 0 HP. He collapsed in the corridor.

The goblins struck him again while helpless (2 damage, -2 HP). He bled further to -6 HP over multiple rounds — 4 rounds from death — before Marcus cast Cure Light Wounds and rolled 8 (maximum), fully healing him to 6 HP. Finn regained consciousness, bewildered but whole.

His crossbow and dagger were dropped in the corridor during the fall; Mira recovered them.

Episode 5: The Catacombs

Finn's trap-finding checks in the catacombs failed to detect either the ankle-wire trap in Room 5 or the mine-collapse trap in Room 6. He triggered the Room 6 trap himself but made his saving throw (rolled 18, needed 13) — leaping clear of the falling timbers with no damage.

During the search for the secret door in Room 8, Finn's rolls (3 on d6, then 3 again) failed to find the miscoloured stone mechanism.

Episode 6: The Crypt

In the first round of combat against the zombies, Finn fired a crossbow bolt at Zombie Liala — rolled 2 +3 (DEX/Bless) = 5, needed 12. Miss. One quarrel spent (48 to 47). Before he could fire again, Zombie Viledel's mace smashed into him for 6 damage, dropping him from 6 HP to 0 HP — unconscious. Finn was placed in an empty crypt (Room 17) by Zeale for protection, then dragged to the galley by Mira and escaped the island.

Current Status

Unconscious — stable at 0 HP aboard the galley. Possesses an unused divine boon (Cure Light Wounds, 1d8) that can be activated once someone heals him to 1+ HP — making him a critical priority for the party's recovery. The navigational charts on his person may be essential for finding a route to port.